- This topic has 5 replies, 2 voices, and was last updated 3 years ago by
Grant [Tobii].
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- 27/08/2020 at 04:47 #18698
Alberto Melchor
ParticipantI am trying to have the tobii 5C device track objects in the 3d space such as cube. I was attempting to remodify scene one gazepoint data. I noticed that there is no code in the script for the layout for gazemap with all the bubbles. Where in this scene do I modify to remove this and replace it with a script to generate a scene with cubes instead of the 2d layout with bubbles.
27/08/2020 at 04:53 #18699Alberto Melchor
ParticipantI notice when I remove Gaze Point Data Example object it removes the background but not the bubbles, but there is not much inside but transform and event trigger.
27/08/2020 at 05:02 #18700Alberto Melchor
ParticipantIn Gaze Point Data Example I have removed the Event Trigger component and added my script to create cubes in 3d space. It did generate however the tobii background with all the information about the example, x y coordinates and information whether gaze is detected or not is still there how do I remove this?
27/08/2020 at 13:19 #18703Grant [Tobii]
KeymasterHi @mela501, the easiest way to proceed in this case is to start with a blank unity scene and then import the Tobii Library directly rather than going through our Demo scene.
We provide instructions for this (Step 5 onward) @ https://developer.tobii.com/pc-gaming/unity-sdk/getting-started/
and show explicitly the syntax @ https://developer.tobii.com/pc-gaming/unity-sdk/scripting-api/#tobiiapigetgazepoint
Please go through this and let us know how you get on. Best Wishes.
28/08/2020 at 05:16 #18706Alberto Melchor
Participantthank you, I wanted to ask a question about GazeScene01, I wanted to ask about ray casting, aside from the moveable point I also wanted to include a ray casting. I tried to modify the script at ProjectPlaneToWorld but I wanted to ask how I would use the Debug.DrawLine method, the debug.Drawline method was taken from a tutorial but this time I wanted to see how the eyegaze would be implemented. The code below did not display the Raycast Line.
public float maxRayDistance = 25;
private Vector3 ProjectToPlaneInWorld(GazePoint gazePoint)
{
Vector3 gazeOnScreen = gazePoint.Screen;
gazeOnScreen += (transform.forward * VisualizationDistance);
Ray ray = Camera.main.ScreenPointToRay(gazeOnScreen);
RaycastHit hit;
Debug.DrawLine(transform.position, transform.position + gazeOnScreen * maxRayDistance, Color.red);
return Camera.main.ScreenToWorldPoint(gazeOnScreen);
}31/08/2020 at 10:27 #18721Grant [Tobii]
KeymasterHi Alberto, I understand you are in contact with Alexey our Unity specialist regarding this query, so please continue your communications with him and feel free to report here your solutions for the benefit of our other users! Best wishes.
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